there is this problem i have. it is that if i rotate an object then set a neutral pose to it, then i rotate on an axis over 360, then undo it, it doesnt go back to zero.

instead it goes back to the nearest value which is the multiple of 360. is there anyways to fix this problem?

i am building a rig, and this is creating serious problems.

thanks

tuna

10 October 2006, 03:18 AM

Yes. This plus the fact that on some rotation orders + neutral poses applied, It's impossible to rotate above 180 degrees using the manipulator (snaps back to -189.9) really bothers me.

The solution I'm using right now is to just ignore neutral pose all together on the controls it effects (like some bones and such), and just set the translations and rotations as 0 by parenting the control to a parent aligned to it. I'd love to know the reason and perhaps a better work around myself.

shadowedge

10 October 2006, 04:44 AM

The solution I'm using right now is to just ignore neutral pose all together on the controls it effects (like some bones and such), and just set the translations and rotations as 0 by parenting the control to a parent aligned to it. I'd love to know the reason and perhaps a better work around myself.

same here.

I try to avoid bone rotations as much as possible. I apply the neutral pose whenever I move parent controllers only. But for bones, why not try the reset bone to preffered rotation command in the create > skeleton panel? :shrug:

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